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See:
Description
| Interface Summary | |
|---|---|
| Connection2Client | Defines the methods the server can use to send messages to the client. |
| Connection2Server | Defines the methods a client can use to send messages to the server. |
| GameServer | Defines a server that can accept connections to clients. |
| MoveReceiver | Accepts a Move without the caller knowing where its going. |
| SavedGamesManager | Defines methods that let the server load and save game states, and get blank maps for new games. |
| ServerCommandReceiver | Defines a method that accepts a command to be sent to the server. |
| ServerGameModel | Defines methods on a GameModel that let the server load and initiate, and save it. |
| UntriedMoveReceiver | Lets the caller test moves. |
| Class Summary | |
|---|---|
| AbstractEchoGameServerTestCase | Test cases that use EchoGameServer should extend this class. |
| AbstractFreerailsServerTestCase | Test cases that use FreerailsGameServer and connect over the Internet should extend this class . |
| AbstractInetConnection | This class has the code that is shared by the client and server versions of InetConnection. |
| EchoGameServer | Implementation of GameServer that simply echoes whatever clients send it. |
| FreerailsClient | A client for FreerailsGameServer. |
| FreerailsGameServer | When executed by a thread, this class does the following: reads and executes moves and commands received from connected clients; sends moves and commands to connected clients. |
| InetConnection | Provides methods send objects over the Internet, and connect and disconnect gracefully. |
| InetConnection2Client | Lets the server send messages to a client over the Internet. |
| InetConnection2Server | Lets a client send messages to the server over the Internet. |
| InetConnectionAccepter | When this class is run in a thread it accepts new connections to its Server Socket and adds them to the NewGameServer that was passed to its constructor. |
| LoadGameMessage2Server | Request to load a game. |
| LocalConnection | A connection between the a client and server in the same JVM. |
| LogOnRequest | A client sends an instance of this class to the server when it wishes to log on. |
| LogOnResponse | Stores the result of a request to log onto the server. |
| MoveChainFork | A central point at which a client may register to receive moves which have been committed. |
| MovePrecommitter | The class pre-commits moves we intend to send to the server and either fully commits or undoes them depending on the server's response. |
| MovePrecommitter.PreMoveAndMove | |
| NameAndPassword | Used by the server to store a player's username and password. |
| NewGameMessage2Server | Request to start a game on a new map. |
| RefreshListOfGamesMessage2Server | Tells the server to check the filesystem for changes to the available new maps and saved games. |
| SavedGamesManager4UnitTests | Stores saved games in memory rather than on disk. |
| SaveGameMessage2Server | A request to save the game. |
| SetPropertyMessage2Client | A Message2Client that lets the server set a property (for example, the list of saved games available) on a client. |
| SetWorldMessage2Client | Sent from the server to the client when (i) a new game is started, (ii) a game is loaded, or (iii) the client connects to a game in progress. |
| SimpleServerGameModel | A ServerGameModel that has a world object but no automation. |
| SychronizedQueue | Intended to let objects be safely passed between threads. |
| SynchronizedFlag | Synchronized flag - used to tell threads whether they should keep going. |
Provides classes for sending moves and commands between the client and server. Note, the classes in this package are now used by the game.
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